new pvp meta is now placates and drain. Tac captains are now all running tykens rift. web snare / hold / disable engines of target or tractor, then hit them with tykens rift. 0 to all power in a few seconds and cant move because engine power is 0. only way to get out is to teleport/jump or fluidic console.
People are ready to trade shots with torps, energy weapons and will be naturally inclined towards that style of fighting.
But Science? Science plays a different ballgame with different counters that many are not acclimated to and not built for.
Those Cruisers and Escorts you should be careful about. But it's that one Science Vessel sitting in the back is what's going to set you up for everyone to kill you.
Id have to agree with that...With a sci vessel supporting..Through Control or Drain as force multipliers.. Escorts and cruisers become way more effective..
Lol @nekofury86 "PvP is not the best part of the game" you're right... but neither is PvE, because it's full people who don't understand and don't want to use teamwork and care only about themselves.
At least the buff to Tyken'S Rift also helps NPCs. Was interesting to play Jack in a Box with Breen Carriers that used Tyken's Rift. I was wondering why my shields suddenly dropped, I thought that was only an aspect of the Tractor Door Opening.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
If you need teleport or fluidic consoles then the build is horrendously broken. Most players don't even know what those consoles are, or how to get them. Worse, those consoles are pay to gamble gear - lockbox equipment.
new pvp meta is now placates and drain. Tac captains are now all running tykens rift. web snare / hold / disable engines of target or tractor, then hit them with tykens rift. 0 to all power in a few seconds and cant move because engine power is 0. only way to get out is to teleport/jump or fluidic console.
Not to mention the lukari T4 disables your engines. Also not counterable by anything but that louzy T4 triat. It is understandable that players will always find ways to min/max builds and exploit, but these are staring them right in the face, it wasnt hard to imagine issues here. It seems as almost intetional. New meta is so and so. P2W traits and consoles will follow to
The problem with nerfing Drain is that it exposes even more imbalances within the game in PVP. Drain was a great counter to high-speed vapers. Remove Drain, then the meta would shift that way. Lower down speed, then damage will take a hit. Lower down damage, then tanking would take a hit. And so on...
If you are going to PVP, then you should build for it. Expect drains, expect vapers and expect sci-wizards.
No, when there is no counter for an ability then it is unbalanced. It must be fixed or everyone will gravitate toward the same build and ruin the fun. There should never be 1 build or ship that is superior to everyone else. Otherwise you get what we've had up until now and are still having where 1 meta rules all and it becomes a game about the wallet and not skill.
No there is no problem here everything is now balanced and everything is fine and dandy here in Star Trek online. Nothing is broken or over powered anymore thanks to the balance changes... Pure Fantasy and that reality is only in the minds of the Devs.
[...] The rift does nothing to you if you aren't in it. [...]
What about greedy emitters as a counter? Has any testing been done? Seems that if I had even a second or two to activate a power to trigger it, it should be a pretty good way to slip out of the rift.
Testing has been done. It works..However..Greedy Emmiters can be subnuked off :P
Guess that incentivizes rolling a scientist rather than draining with a tac or engineer, then.
[...] The rift does nothing to you if you aren't in it. [...]
What about greedy emitters as a counter? Has any testing been done? Seems that if I had even a second or two to activate a power to trigger it, it should be a pretty good way to slip out of the rift.
Testing has been done. It works..However..Greedy Emmiters can be subnuked off :P
Guess that incentivizes rolling a scientist rather than draining with a tac or engineer, then.
Riiight? But anything with an LTC Intel works too :P
The problem with nerfing Drain is that it exposes even more imbalances within the game in PVP. Drain was a great counter to high-speed vapers. Remove Drain, then the meta would shift that way. Lower down speed, then damage will take a hit. Lower down damage, then tanking would take a hit. And so on...
If you are going to PVP, then you should build for it. Expect drains, expect vapers and expect sci-wizards.
^^ Most balanced (pun intended) post in the thread! I see people whine because they can't counter Drain; but Drain... is the counter, to their vape builds!
The mantra-meta invariably seems to be "I should be able to kill them outright; but gawd forbid if they can kill me right back!" You don't like being vaped? Drain 'em! You don't like being drained? Vape 'em!
However, "Player investment retains value" should kinda mean you actually did invest in DrainX. So, having only a marginal amount of DrainX point, or (reportedly) none at all, that does undeed seem odd. But anything over 600, and I think you should be allowed to drain another player dry. Just like said player should be allowed to outright vape you.
Years ago when the siphon drones were nerfed because they were taking folks down to zero power in all subsystems the devs told us that they should never reach zero. Drain in this game is now insane and taking someone to zero is ridiculously simple, forcing players to fit jumps, certain sets, whatever to get out of the ridiculous tykens. I was hoping that this balance pass would address this issue but clearly not, and I speak from someone with a 400+ drain build ship.
Will these clickbait headlines never stop?! Drain isn't insane, Tyken's has been overbalanced and is no longer utterly useless (without someone elses' GW or some other form of hold). I s'pose it's a small consolation since the leech is little better than vendor trash...
What everyone buying Zen are really saying while all these bugs are still floating freely:
Leech is still a powerful drain, 22 power per subsystem per tick (at 400 drain), it adds a reasonable buff to your own power too, it's not as useful as it used to be but hardly vendor trash.
22 power per subsystem before resist which typically drops it by half or over half depending on resists, with the maximum power boost capped at 7.5 per sub.
7.5 Weaps is negligable outside of a few short lived periods of time or situation (OSS, Eng's new EPS transfer), especially since all it's really doing is offsetting the power cost from any given shot by 0.75.
7.5 Shields is barely noticeable below 100 power and doesn't add much resist over 100.
7.5 Engines is again, barely noticeable
7.5 Aux can have a range of impacts owing more than anything else to the number of abilities which can be directly affected by it
Admittedly, add them together and it can just about add up to an effect comparable to a number of other consoles but overall there are so many more which massively outshine it now that it's essentially relegated back down there with the Mk XII's. It should have remained drain dependant for all of its effects, even if that was -x drain effect and 0.5xdrain effect for power boost, capping it was too far, more so considering its drain effect was halved with the revamp anyway.
Not entirely unlike you my main drain boat which I've been running on and off for about 3~3.5 years, was pulling ~370+ DrainX and showing ~45 power drain at max stacks pre-revamp and ~21-22 after. I can say after multiple PvP battles with fleet, armada and general friends that the end result of leech alone was lucky if it was getting -10 power per subsystem while it read my drains were applying -45. If that holds, then it's now barely even -5 on most targets with resists of ~100 DrainX skill which is utterly, utterly pointless on a lockbox/Zen console.
Then again, this is coming from someone who still thinks that applying EPG to Drain Infection is counter intuitive: If the damage being caused is a direct result of a drain attack, shouldn't the damage scale coincide with the scale of the attack, i.e. pull from DrainX, since that's what's causing the effect in the first place and it isn't applying radiation, etc? I probably shouldn't be looking for sense here. I mean c'mon, Drain gives half the skill points dedicated to drain as it does the resists to what the ability is named after, how does that even make sense regardless of how the mechanics are applied..?
The issue is two fold, firstly the drain from tykens is more than your maximum power per sec, this means you are effectively disabled and without a jump console, the temporal set or singularity jump for a Romulan you are at the mercy of all weapon damage incoming as well as the kinetic damage from the rift. Secondly your own drain level is supposed to apply a resistance to the drain you are experiencing, as it stands now it simply does not provide a counter at all. At 400 drain I was still at 0 in all subsystems, I've heard other players with over 600 drain still drained to zero.
I agree for the most part with what you're saying though not entirely. As said elsewhere, it absolutely should be possible for Tykens to drain more power than your ship is generating before resists, which I think is the crux of the issue here. Whether it's a bug or not is another question entirely but all drain effects should be resisted. If someone is going to invest that much into drain then you can bet your TRIBBLE right now that they're at the whims of multiple other weaknesses. Whether it's controlX, basic damage resistance, a lack of damage output, a lack of flexibility making them a one trick pony which can be taken out the game easily, it doesn't matter; they've specialised and they'll pay for it at the hands of an averagely competent opponent; but this only really applies to PvP so I think this is a digression... In PvE, we'll probably find someone screwed up and forgot to apply player resists to the equation.
I agree also however that Tykens should drain faster than power generation occurs though again, perhaps not to the extent that it currently does. I think the issue they were attempting to address here was that Tykens used to be all but ineffective on its own when you compared it directly to its ControlX cousin, GW. Tykens simply didn't drop power fast enough to have any real effect on a target since they were basically out of its AoE in little more than a second or two and those few ships which had low enough Engine power to be effectively stuck had enough inertia to float out regardless. The result being that GW could drag and damage near anything over a wide enough area, getting stronger the closer you were to the centre and destroying most pets, etc even at the edges of its range where Tykens barely did much of anything.
The only compromise I can think of, honestly, is to add something akin to the Subspace Rift effect to Tykens Rift, where engine power is basically floored to 25 at the centre of the rift (or under, if it's already below 25; not entirely unlike the description of Impulse Shunt) scaling up the further they get from it, since engines are basically an open-to-space directed power loss area of ship systems anyway. This would allow players to feel the effect of the Rift without flat out stopping them or completely shutting them down while still providing a decent level of effect, or at least time enough for the drain aspect to be felt with enough time to react and escape through multiple different means.
With all of that said, to circle back to my main point, drain isn't broken, Tykens is likely bugged or at least hasn't been considered properly before being released in its current state. If Drain were truly 'insane' or otherwise bugged, you'd have brought up Tachy Beam (which still isn't as utterly broken as the version the Borg have which seemingly doesn't take into consideration your own resists or at least largely ignores them), Charged Particle Burst, Energy Siphon, Shared Fate, Gravimetric Conversion, Breen Energy Dissipator, and a ton of other abilities, procs, etc.
What everyone buying Zen are really saying while all these bugs are still floating freely:
The problem with nerfing Drain is that it exposes even more imbalances within the game in PVP. Drain was a great counter to high-speed vapers. Remove Drain, then the meta would shift that way. Lower down speed, then damage will take a hit. Lower down damage, then tanking would take a hit. And so on...
If you are going to PVP, then you should build for it. Expect drains, expect vapers and expect sci-wizards.
^^ Most balanced (pun intended) post in the thread! I see people whine because they can't counter Drain; but Drain... is the counter, to their vape builds!
The mantra-meta invariably seems to be "I should be able to kill them outright; but gawd forbid if they can kill me right back!" You don't like being vaped? Drain 'em! You don't like being drained? Vape 'em!
However, "Player investment retains value" should kinda mean you actually did invest in DrainX. So, having only a marginal amount of DrainX point, or (reportedly) none at all, that does undeed seem odd. But anything over 600, and I think you should be allowed to drain another player dry. Just like said player should be allowed to outright vape you.
drain never was the counter to vape ... never will be ....
I've fought a few drain boats and so far haven't found a way to counter them except for staying away and keeping my distance. Even if I wait for their buffs to finish so I can attack results in failure because with the immunities, the pets and temporal stuff that players are using now means that even with a high spike and a well timed HY3 won't bring their hull bellow 90%. I'll even through CRF2 with all mk14 gear and it still doesn't scratch shields.
I've fought a few drain boats and so far haven't found a way to counter them except for staying away and keeping my distance. Even if I wait for their buffs to finish so I can attack results in failure because with the immunities, the pets and temporal stuff that players are using now means that even with a high spike and a well timed HY3 won't bring their hull bellow 90%. I'll even through CRF2 with all mk14 gear and it still doesn't scratch shields.
That's what I get for trying to play fair though.
I think that's generally been one of the larger issues with Science overall and has now been compounded with the latest skill tree. More so with insane levels of EPG application, but It's got nothing to do with you 'playing fair'. Previously you could at least take points in resists without boosting a skill you're not intending to use on a given toon/build...
What you have to realise with drains specifically is that their drain related buffs are capped by power levels. You shooting at someone with max shield power as a tank is the same regardless of whether they're putting power to shields or if they're using batteries, drains or something else to accomplish the same effect; the same too with Auxiliary boosting heals though they do then typically also get offensive bonus' from sci abilities.
To properly counter a drain you need two things and the first is obvious; some points in drain yourself for resists. If you don't plan some level of resists to drains, control and damage, then frankly that's your fault for leaving such a massive weakness in your build. I get the impression that you won't have done that though, but if you have, it's not a 'fair' build by any stretch of the imagination as you must have put those points elsewhere and are guilty of some degree of minmaxing, in which case it's your own fault.
Second, Eng/Sci/Tac team, hazard emits, Iconian shield, Keel'el or any other form of debuff cleanse. As pointed out above, Leech is such a minor drain that it's basically not worth considering in the greater scheme of things which mainly leaves you with the other particularly common drain abilties; Tykens (which is clearly bugged or just generally messed up), CBP, TachyBeam and siphon. Honorable mentions going to the Quantum Phase 3x piece and overwhelm emitters. Ignoring Tykens until they work out something reasonable, the main debuff you're probably referring to is Siphon which can be cleared with Sci Team (I think hazard emits cleared it for a while but they probably weren't meant to). So, time your sci team or watch for the cleanse and then go after your drain-boat target.
There absolutely will be other factors, like just how many pieces of equipment can be added to increase shield hardness through various means, what sort of procs you're firing at your target, etc, etc. It's not all about the drain aspect, especially when you're referring to a 'high spike not dropping them below 90% hull'. That just screams vape, and those have been OP since the outset. It absolutely should take more than one or two passes to kill a target, and players need to be prepared for that.
What everyone buying Zen are really saying while all these bugs are still floating freely:
I've fought a few drain boats and so far haven't found a way to counter them except for staying away and keeping my distance. Even if I wait for their buffs to finish so I can attack results in failure because with the immunities, the pets and temporal stuff that players are using now means that even with a high spike and a well timed HY3 won't bring their hull bellow 90%. I'll even through CRF2 with all mk14 gear and it still doesn't scratch shields.
That's what I get for trying to play fair though.
Dont most immunites now have a 15 sec lock out..And are removable due to them being buffs?
Dont most immunites now have a 15 sec lock out..And are removable due to them being buffs?
They are buffs and do now have a lockout. Not that this is really an issue with drains per se. Can't honestly say if buff cleanse applies to them but I believe it should...
What everyone buying Zen are really saying while all these bugs are still floating freely:
Dont most immunites now have a 15 sec lock out..And are removable due to them being buffs?
They are buffs and do now have a lockout. Not that this is really an issue with drains per se. Can't honestly say if buff cleanse applies to them but I believe it should...
I meantioned that due to him sayin he was waiting for the drain stuff to clear but was running into immunities..Which I wanted to pass on that useful information about the immunites ..since he seems to have a workaround (for him) for drain).
I recall a patch note around immunited treating them like buffs..which means that could be removed by subnuke, subnuke Carrierwave..or something else?
All player damage immunities now place a 15 second lockout on you during which you cannot activate or otherwise be affected by any more damage immunities
All player damage immunities are now buffs that can be removed by buff removing abilities
[...] The rift does nothing to you if you aren't in it. [...]
What about greedy emitters as a counter? Has any testing been done? Seems that if I had even a second or two to activate a power to trigger it, it should be a pretty good way to slip out of the rift.
Testing has been done. It works..However..Greedy Emmiters can be subnuked off :P
Guess that incentivizes rolling a scientist rather than draining with a tac or engineer, then.
Riiight? But anything with an LTC Intel works too :P
Eh, that's right...if you want to counter a specific situation, you use the right tools.
Drain insane?? I thought it was 'Crazy Eddie's' prices that were insane!!
'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
Judge Dan Haywood
'As l speak now, the words are forming in my head.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
I have points in drain resist/skill because I like to play around with Polarons and tetryon. Sci team can clear some of the sci stuff being thrown around but the second that tykens hits aux power goes to 0 and hazards will be greyed out. Sometimes momentum can carry me through and I get some power back, if they're not using reverse repulsors or in 1 case tholian mines (I cleared it with sci team but I'd come to a stop and tykens was up). My build is well rounded for support and versatility not for vaping. It's a t5u fleet Defiant so I can alphastrike (thissler style) but it requires good timing and favourable circumstances. I use a mk14 fleet shield and fleet amp core with either iconian 2 piece or CC 2 piece, with fluidic weapon 2 piece and Borg weapon 2 piece. 2 fleet neutroniums with turn and a conductive rcs. Spire consoles, acc3 dbb, DHCx2, either neutronic torps or phased quantum. A cloaking device for giggles and the phased set console or plasmonic depending on my mood. I'll welcome tips but I don't want an OP minmaxed build that's only a 1 trick pony.
But I still don't know how I can get a solid hit with a HY3 on a pilot escort with shields down and they survive with over 50%, yet I get hit with TS3 neutronic while my shield are up and I die.
I'll welcome tips but I don't want an OP minmaxed build that's only a 1 trick pony.
But I still don't know how I can get a solid hit with a HY3 on a pilot escort with shields down and they survive with over 50%, yet I get hit with TS3 neutronic while my shield are up and I die.
Keeping the 'don't want to be a one trick pony' because I like it
Neutronic vs hy3 other torp is another question entirely, but since you're specifying a pilot escort (probably sci variant; guessing) I'm going to take a massive stab in the dark about them being optimised for torps with high EPG and having higher defence/hull than your Defiant. Total guess.
Still isn't wholly drain related though, there are a lot of factors when it comes to build vs build as you know, and drain's only one small aspect, so implying that it's predominantly the fault of drain mechanics is disingenuous.
What everyone buying Zen are really saying while all these bugs are still floating freely:
@daiph I was adding another scenario to the drain mix to say that it's not just drain that can hit my ship. I'm not entirely unsuccessful with my build. Usually around 40% but it doesn't help that I try and engage a player or 2 without help. But then fighting against the odds is far more exciting than a 2 second vape build with broken mechanics.
Comments
Id have to agree with that...With a sci vessel supporting..Through Control or Drain as force multipliers.. Escorts and cruisers become way more effective..
Rouge Sto Wiki Editor.
No, the best "part" of the game is space-barbie.
If you are going to PVP, then you should build for it. Expect drains, expect vapers and expect sci-wizards.
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
Rouge Sto Wiki Editor.
^^ Most balanced (pun intended) post in the thread! I see people whine because they can't counter Drain; but Drain... is the counter, to their vape builds!
The mantra-meta invariably seems to be "I should be able to kill them outright; but gawd forbid if they can kill me right back!" You don't like being vaped? Drain 'em! You don't like being drained? Vape 'em!
However, "Player investment retains value" should kinda mean you actually did invest in DrainX. So, having only a marginal amount of DrainX point, or (reportedly) none at all, that does undeed seem odd. But anything over 600, and I think you should be allowed to drain another player dry. Just like said player should be allowed to outright vape you.
Will these clickbait headlines never stop?! Drain isn't insane, Tyken's has been overbalanced and is no longer utterly useless (without someone elses' GW or some other form of hold). I s'pose it's a small consolation since the leech is little better than vendor trash...
Stop new content until quality returns
22 power per subsystem before resist which typically drops it by half or over half depending on resists, with the maximum power boost capped at 7.5 per sub.
7.5 Weaps is negligable outside of a few short lived periods of time or situation (OSS, Eng's new EPS transfer), especially since all it's really doing is offsetting the power cost from any given shot by 0.75.
7.5 Shields is barely noticeable below 100 power and doesn't add much resist over 100.
7.5 Engines is again, barely noticeable
7.5 Aux can have a range of impacts owing more than anything else to the number of abilities which can be directly affected by it
Admittedly, add them together and it can just about add up to an effect comparable to a number of other consoles but overall there are so many more which massively outshine it now that it's essentially relegated back down there with the Mk XII's. It should have remained drain dependant for all of its effects, even if that was -x drain effect and 0.5xdrain effect for power boost, capping it was too far, more so considering its drain effect was halved with the revamp anyway.
Not entirely unlike you my main drain boat which I've been running on and off for about 3~3.5 years, was pulling ~370+ DrainX and showing ~45 power drain at max stacks pre-revamp and ~21-22 after. I can say after multiple PvP battles with fleet, armada and general friends that the end result of leech alone was lucky if it was getting -10 power per subsystem while it read my drains were applying -45. If that holds, then it's now barely even -5 on most targets with resists of ~100 DrainX skill which is utterly, utterly pointless on a lockbox/Zen console.
Then again, this is coming from someone who still thinks that applying EPG to Drain Infection is counter intuitive: If the damage being caused is a direct result of a drain attack, shouldn't the damage scale coincide with the scale of the attack, i.e. pull from DrainX, since that's what's causing the effect in the first place and it isn't applying radiation, etc? I probably shouldn't be looking for sense here. I mean c'mon, Drain gives half the skill points dedicated to drain as it does the resists to what the ability is named after, how does that even make sense regardless of how the mechanics are applied..?
I agree for the most part with what you're saying though not entirely. As said elsewhere, it absolutely should be possible for Tykens to drain more power than your ship is generating before resists, which I think is the crux of the issue here. Whether it's a bug or not is another question entirely but all drain effects should be resisted. If someone is going to invest that much into drain then you can bet your TRIBBLE right now that they're at the whims of multiple other weaknesses. Whether it's controlX, basic damage resistance, a lack of damage output, a lack of flexibility making them a one trick pony which can be taken out the game easily, it doesn't matter; they've specialised and they'll pay for it at the hands of an averagely competent opponent; but this only really applies to PvP so I think this is a digression... In PvE, we'll probably find someone screwed up and forgot to apply player resists to the equation.
I agree also however that Tykens should drain faster than power generation occurs though again, perhaps not to the extent that it currently does. I think the issue they were attempting to address here was that Tykens used to be all but ineffective on its own when you compared it directly to its ControlX cousin, GW. Tykens simply didn't drop power fast enough to have any real effect on a target since they were basically out of its AoE in little more than a second or two and those few ships which had low enough Engine power to be effectively stuck had enough inertia to float out regardless. The result being that GW could drag and damage near anything over a wide enough area, getting stronger the closer you were to the centre and destroying most pets, etc even at the edges of its range where Tykens barely did much of anything.
The only compromise I can think of, honestly, is to add something akin to the Subspace Rift effect to Tykens Rift, where engine power is basically floored to 25 at the centre of the rift (or under, if it's already below 25; not entirely unlike the description of Impulse Shunt) scaling up the further they get from it, since engines are basically an open-to-space directed power loss area of ship systems anyway. This would allow players to feel the effect of the Rift without flat out stopping them or completely shutting them down while still providing a decent level of effect, or at least time enough for the drain aspect to be felt with enough time to react and escape through multiple different means.
With all of that said, to circle back to my main point, drain isn't broken, Tykens is likely bugged or at least hasn't been considered properly before being released in its current state. If Drain were truly 'insane' or otherwise bugged, you'd have brought up Tachy Beam (which still isn't as utterly broken as the version the Borg have which seemingly doesn't take into consideration your own resists or at least largely ignores them), Charged Particle Burst, Energy Siphon, Shared Fate, Gravimetric Conversion, Breen Energy Dissipator, and a ton of other abilities, procs, etc.
Stop new content until quality returns
That's what I get for trying to play fair though.
If there was some sort of 'karma' system on these forums, you'd get a +1. Thank you.
I think that's generally been one of the larger issues with Science overall and has now been compounded with the latest skill tree. More so with insane levels of EPG application, but It's got nothing to do with you 'playing fair'. Previously you could at least take points in resists without boosting a skill you're not intending to use on a given toon/build...
What you have to realise with drains specifically is that their drain related buffs are capped by power levels. You shooting at someone with max shield power as a tank is the same regardless of whether they're putting power to shields or if they're using batteries, drains or something else to accomplish the same effect; the same too with Auxiliary boosting heals though they do then typically also get offensive bonus' from sci abilities.
To properly counter a drain you need two things and the first is obvious; some points in drain yourself for resists. If you don't plan some level of resists to drains, control and damage, then frankly that's your fault for leaving such a massive weakness in your build. I get the impression that you won't have done that though, but if you have, it's not a 'fair' build by any stretch of the imagination as you must have put those points elsewhere and are guilty of some degree of minmaxing, in which case it's your own fault.
Second, Eng/Sci/Tac team, hazard emits, Iconian shield, Keel'el or any other form of debuff cleanse. As pointed out above, Leech is such a minor drain that it's basically not worth considering in the greater scheme of things which mainly leaves you with the other particularly common drain abilties; Tykens (which is clearly bugged or just generally messed up), CBP, TachyBeam and siphon. Honorable mentions going to the Quantum Phase 3x piece and overwhelm emitters. Ignoring Tykens until they work out something reasonable, the main debuff you're probably referring to is Siphon which can be cleared with Sci Team (I think hazard emits cleared it for a while but they probably weren't meant to). So, time your sci team or watch for the cleanse and then go after your drain-boat target.
There absolutely will be other factors, like just how many pieces of equipment can be added to increase shield hardness through various means, what sort of procs you're firing at your target, etc, etc. It's not all about the drain aspect, especially when you're referring to a 'high spike not dropping them below 90% hull'. That just screams vape, and those have been OP since the outset. It absolutely should take more than one or two passes to kill a target, and players need to be prepared for that.
Stop new content until quality returns
Dont most immunites now have a 15 sec lock out..And are removable due to them being buffs?
Rouge Sto Wiki Editor.
They are buffs and do now have a lockout. Not that this is really an issue with drains per se. Can't honestly say if buff cleanse applies to them but I believe it should...
Stop new content until quality returns
I meantioned that due to him sayin he was waiting for the drain stuff to clear but was running into immunities..Which I wanted to pass on that useful information about the immunites ..since he seems to have a workaround (for him) for drain).
I recall a patch note around immunited treating them like buffs..which means that could be removed by subnuke, subnuke Carrierwave..or something else?
Rouge Sto Wiki Editor.
https://www.arcgames.com/en/forums/startrekonline#/discussion/1229463/tribble-maintenance-and-release-notes-march-15-2017/p1?sso=eyJuYW1lIjoiIiwicGhvdG91cmwiOiIiLCJjbGllbnRfaWQiOiIxNDQzOTY4OTgxIn0=+8f6fac88e4d569a2b067a08de744768a5f2df3c0+1493660542+hmacsha1
All player damage immunities now place a 15 second lockout on you during which you cannot activate or otherwise be affected by any more damage immunities
All player damage immunities are now buffs that can be removed by buff removing abilities
Rouge Sto Wiki Editor.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
Sci team can clear some of the sci stuff being thrown around but the second that tykens hits aux power goes to 0 and hazards will be greyed out. Sometimes momentum can carry me through and I get some power back, if they're not using reverse repulsors or in 1 case tholian mines (I cleared it with sci team but I'd come to a stop and tykens was up).
My build is well rounded for support and versatility not for vaping. It's a t5u fleet Defiant so I can alphastrike (thissler style) but it requires good timing and favourable circumstances.
I use a mk14 fleet shield and fleet amp core with either iconian 2 piece or CC 2 piece, with fluidic weapon 2 piece and Borg weapon 2 piece. 2 fleet neutroniums with turn and a conductive rcs. Spire consoles, acc3 dbb, DHCx2, either neutronic torps or phased quantum. A cloaking device for giggles and the phased set console or plasmonic depending on my mood.
I'll welcome tips but I don't want an OP minmaxed build that's only a 1 trick pony.
But I still don't know how I can get a solid hit with a HY3 on a pilot escort with shields down and they survive with over 50%, yet I get hit with TS3 neutronic while my shield are up and I die.
Keeping the 'don't want to be a one trick pony' because I like it
Neutronic vs hy3 other torp is another question entirely, but since you're specifying a pilot escort (probably sci variant; guessing) I'm going to take a massive stab in the dark about them being optimised for torps with high EPG and having higher defence/hull than your Defiant. Total guess.
Still isn't wholly drain related though, there are a lot of factors when it comes to build vs build as you know, and drain's only one small aspect, so implying that it's predominantly the fault of drain mechanics is disingenuous.
Stop new content until quality returns
INSANE IN THE DRAIN!! lol